Ah, gotcha.The language I’ve been using is “no visible exit”, meaning no doors except the one you came in through, which would be an entrance rather than an exit. I think if you look at the maps of these rooms, there should only be one door.
The reason a secret door is not shown on the map in such cases is that it can be on any ten foot section of wall the players decide to have their characters search, so I’ve detached the map of the area beyond the secret door from the rest of the level.
Yeah, no worries. I probably wasn't being very clear in my descriptions. I started writing this with just some very short notes and have expanded that slightly into some formulaic descriptions. Right now I'm shooting for about the bare minimum of what I'd want to run it myself.Ah, gotcha.
Thanks for the explanation, I was definitely reading things differently than they way you were framing it.
Room 73 - On Guard(ish)
A 15'x15' room with doors in the center of each wall. No doors are locked, although the east door has a table in front of it.
The west door leads to west door in 72.
The north door leads to the south door in 71.
The east door leads to the east door in 75.
The south door leads to the north door in 76.
The four Derro in this room (Ari, Migrim, Miirn, and Xeer) have lost the thread of what they are doing. They know they're supposed to wait for Inka Krigran to give the order to finally attack -- but they can't remember quite why they hate Edyllin Fallshine (who apparently provides them food -- the way Inka looks at the food makes them suspicious he is up to something). They worried about becoming absent minded for the first week or so, and just don't care so much now and have stopped doing the mental exercises they were told to. They are supposed to check on their companions in 75, but that group has been annoying lately... and so they may or may not have been passing the food over. Just in case they have the table sitting in front of that door. Leaving the table in front of the door means they can't use one side and so sit on the floor to play cards instead of at the table. Beyond the table, stools, and cards, all the room has otherwise is a chamber pot that they sometimes quickly empty into 76 to releave the boredom - especially if they have just retrieved it from lending it to Inka in 72.
Migrim and Miirn are in training to be savants. They each have 20hp and can do mage hand and prestidigitation at will. Migrim can cast invisibility once per day and Miirn can cast sleep once per day. They each suspect the other of cheating with their cantrips and so keep a close eye on each other.
Ari's hooked spear (Knee cruncher) is +1 and both knocks the opponent prone and does damage on a critical.
With thanks to Derro Names for some names.
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Room 75 - All that is lost...
A 15' x 15' room with doors in the center of each wall. Only the west door is locked.
The locked west door leads to east door in 74.
The north door leads to east door in 76.
The east door leads to east door in 73.
The south door leads to east door in 71.
The Derro Blinmot, Dakur, and Diinal aren't really here anymore and so are spared worrying about what the savant Inka Krigran might want or about backing up their comrades in 73 if needed. They're now the six-spike armed thing with the faint traces of two extra heads in its chest that stands perched on the chair in the corner. It loves listening to the Fallshine in room 74 next door. It has listened to it a lot. Duzlinn, the remaining Derro wouldn't listen and has been nailed to the top of the table, using the legs of some stools that used to be in the room. The table is cracked and leaning slightly and the chamber pot underneath collects whatever it needs to. Duzlinn hasn't talked much lately, but the four in room 73 to the east are heard once in a while, and sometimes the thing in 76 will jibber. The Tri-Derro thing tries not to be distracted from the music in it's head. It won't be happy if anything distracts it when it isn't ready. Duzlinn understands that now. The Tri might even follow through a door if whatever disturbs it runs away and it can get a claw in to keep it open. It would probably be exploring already, spreading the Fallshine's song, if its claws had any fingers left.
The Tri-Derro has stats similar to a Lost Sorrowsowrn but is clearly three Derro melted together (their equipment is mostly piled around the chair). If the room is gotten to fairly early in the trek through the vault then the Tri hasn't fully evolved yet and it's embrace damage is only 18 (3d10+2), the psychic damage is also 18 (4d8), tightening embrace is 13 (3d8). If the room is gotten to later in the trek through the vault then the damage is full.
An early trek means Duzlinn might be saveable and able to explain that Inka Krigram was leading them to capture the rumoured cleric? druid? Edyllin Fallshine who has the power to make food and water, and bring her back to their base. He doesn't remember many details of the base. He's so tired. He'll still try to kill you if he can eventually (but that's just him being Duzlinn).
A late trek means Duzlinn's brain is no longer functioning and he would help make a quad Derro if only the Tri would unstake him. Or, if the Tri is dead to find the Fallshine. Or, to embrace whoever is there if the others are all gone.
Parts of names swiped from u/hyperionfin's reddit post on Derro names.
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Well, this definitely solves a number of problems involving waste in dungeons.Waste Away: The Alastairn family experimented with many strange magics over the century and a half of their master of Parenix hall and explorations beneath Mornrax Hill. The kinder privy was the strange culmination of some of that research. The privy appears as any other, except that in the bowl is what can only be described as a sea of otherworldly stars. Anything dropped into the privy is torn from this universe and dropped in another, irrevocably irretrievable. Over the decades, the arcane engineering containing the magic of the privy has weakened, however, and if anything or anyone touches the “sea of stars” it or they must resist the pull or be themselves forcibly drawn into the privy and forever lost. If the privy itself is broken, the weird portal within flows out like water, devouring everything. In the end, anything and anyone within a 10 foot sphere of the privy is obliterated before the energy folds in on itself and closes the portal forever.